mirror of
https://gitlab.com/veloren/veloren.git
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97 lines
3.2 KiB
Rust
97 lines
3.2 KiB
Rust
use crate::{
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comp::{character_state::OutputEvents, CharacterState, Melee, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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wielding,
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},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long the state is playing for
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pub play_duration: Duration,
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/// Adjusts turning rate during the attack
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pub ori_modifier: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, self.static_data.ori_modifier, None);
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handle_move(data, &mut update, 0.7);
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handle_jump(data, output_events, &mut update, 1.0);
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match self.stage_section {
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StageSection::Action => {
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if !self.exhausted {
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update.character = CharacterState::Music(Data {
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timer: Duration::default(),
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exhausted: true,
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..*self
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});
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} else if self.timer < self.static_data.play_duration {
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// Play
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update.character = CharacterState::Music(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, output_events, &mut update);
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} else {
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update.character =
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CharacterState::Wielding(wielding::Data { is_sneaking: false });
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}
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
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}
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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_dodge_input(data, &mut update);
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}
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update
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}
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}
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fn reset_state(
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data: &Data,
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join: &JoinData,
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output_events: &mut OutputEvents,
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update: &mut StateUpdate,
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) {
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handle_input(
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join,
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output_events,
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update,
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data.static_data.ability_info.input,
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);
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} |